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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef GOB_PREGOB_PREGOB_H
+#define GOB_PREGOB_PREGOB_H
+
+#include "common/str.h"
+#include "common/array.h"
+
+#include "gob/util.h"
+#include "gob/aniobject.h"
+
+#include "gob/sound/sounddesc.h"
+
+#include "gob/pregob/txtfile.h"
+
+namespace Gob {
+
+class GobEngine;
+class Surface;
+
+class GCTFile;
+
+class PreGob {
+public:
+ PreGob(GobEngine *vm);
+ virtual ~PreGob();
+
+ virtual void run() = 0;
+
+ struct AnimProperties {
+ uint16 animation;
+ uint16 frame;
+
+ ANIObject::Mode mode;
+
+ bool visible;
+ bool paused;
+
+ bool hasPosition;
+ int16 x;
+ int16 y;
+ };
+
+protected:
+ typedef Common::Array<ANIObject *> ANIList;
+
+ static const char kLanguageSuffixShort[5];
+ static const char *kLanguageSuffixLong [5];
+
+
+ GobEngine *_vm;
+
+
+ // -- Graphics --
+
+ /** Initialize the game screen. */
+ void initScreen();
+
+ void fadeOut(); ///< Fade to black.
+ void fadeIn(); ///< Fade to the current palette.
+
+ void clearScreen();
+
+ /** Change the palette.
+ *
+ * @param palette The palette to change to.
+ * @param size Size of the palette in colors.
+ */
+ void setPalette(const byte *palette, uint16 size); ///< Change the palette
+
+ /** Add a new cursor that can be manipulated to the stack. */
+ void addCursor();
+ /** Remove the top-most cursor from the stack. */
+ void removeCursor();
+
+ /** Set the current cursor. */
+ void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY);
+ /** Set the current cursor. */
+ void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom,
+ int16 hotspotX, int16 hotspotY);
+
+ /** Show the cursor. */
+ void showCursor();
+ /** Hide the cursor. */
+ void hideCursor();
+
+ /** Is the cursor currently visible? */
+ bool isCursorVisible() const;
+
+ /** Remove an animation from the screen. */
+ void clearAnim(ANIObject &anim);
+ /** Draw an animation to the screen, advancing it. */
+ void drawAnim(ANIObject &anim);
+ /** Clear and draw an animation to the screen, advancing it. */
+ void redrawAnim(ANIObject &anim);
+
+ /** Remove animations from the screen. */
+ void clearAnim(const ANIList &anims);
+ /** Draw animations to the screen, advancing them. */
+ void drawAnim(const ANIList &anims);
+ /** Clear and draw animations to the screen, advancing them. */
+ void redrawAnim(const ANIList &anims);
+
+ void loadAnims(ANIList &anims, ANIFile &ani, uint count, const AnimProperties *props) const;
+ void freeAnims(ANIList &anims) const;
+
+ void setAnim(ANIObject &anim, const AnimProperties &props) const;
+
+ /** Wait for the frame to end, handling screen updates and optionally update input. */
+ void endFrame(bool doInput);
+
+
+ // -- Sound --
+
+ /** Load all sounds that can be played interactively in the game. */
+ void loadSounds(const char * const *sounds, uint soundCount);
+ /** Free all loaded sound. */
+ void freeSounds();
+
+ /** Play a loaded sound. */
+ void playSound(uint sound, int16 frequency = 0, int16 repCount = 0);
+ /** Stop all sound playback. */
+ void stopSound();
+
+ /** Play a sound until it ends or is interrupted by a keypress. */
+ void playSoundFile(const Common::String &file, int16 frequency = 0, int16 repCount = 0, bool interruptible = true);
+
+ /** Beep the PC speaker. */
+ void beep(int16 frequency, int32 length);
+
+
+ // -- Input --
+
+ /** Check mouse and keyboard input. */
+ int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
+ /** Wait for mouse or keyboard input. */
+ int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
+ /** Wait for mouse or keyboard input, but don't care about what was done with the mouse. */
+ int16 waitInput();
+ /** Did we have mouse or keyboard input? */
+ bool hasInput();
+
+
+ // -- TXT helpers --
+
+ /** Get the name of a localized file. */
+ Common::String getLocFile(const Common::String &file) const;
+ /** Open a TXT file. */
+ TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const;
+
+ /** Called by loadTXT() to fix strings within the TXT file. */
+ virtual void fixTXTStrings(TXTFile &txt) const;
+
+
+ // -- GCT helpers --
+
+ GCTFile *loadGCT(const Common::String &gctFile) const;
+
+
+private:
+ /** Did we fade out? */
+ bool _fadedOut;
+
+ /** All loaded sounds. */
+ Common::Array<SoundDesc> _sounds;
+
+
+ /** Load a sound file. */
+ bool loadSound(SoundDesc &sound, const Common::String &file) const;
+};
+
+} // End of namespace Gob
+
+#endif // GOB_PREGOB_PREGOB_H